Re: skybox not apearing right
Posted by Natus on
Thu Apr 21st 2005 at 8:20am
Natus
member
570 posts
76 snarkmarks
Registered:
Jan 28th 2005
Location: Denmark
well usually i have no problems with making skyboxes, but some days ago
it f**ked up, no matter what skybox name i put in the map properties
the map has the default ugly wasteland sky which doesnt fit my
lightning at all, the skybox worked some time ago in this map, but when
i did a full compile to test the framerate, i got an error (something
about renderer) and then hl2 crashed, after that i haven't been able to
get my skybox back to what is was before
Re: skybox not apearing right
Posted by French Toast on
Thu Apr 21st 2005 at 11:32am
Posted
2005-04-21 11:32am
3043 posts
304 snarkmarks
Registered:
Jan 16th 2005
Occupation: Kicking Ass
Location: Canada
Do you remember what the error was? Because finding out that error is probably going to be the key to solving the problem. Other than that I have no ideas.
Re: skybox not apearing right
Posted by omegaslayer on
Thu Apr 21st 2005 at 3:10pm
2481 posts
595 snarkmarks
Registered:
Jan 16th 2004
Occupation: Sr. DevOPS Engineer
Location: Seattle, WA
Post compile log....I think I smell a leak...
Re: skybox not apearing right
Posted by Natus on
Thu Apr 21st 2005 at 3:45pm
Natus
member
570 posts
76 snarkmarks
Registered:
Jan 28th 2005
Location: Denmark
heres the log, i see nothing apart from the prop_static error
** Executing...
** Command: "d:\spil\valve\steam\steamapps\natus319\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\spil\valve\steam\steamapps\natus319\half-life
2 deathmatch\hl2mp"
"d:\spil\valve\steam\steamapps\natus319\sourcesdk_content\hl2mp\mapsrc\dm_prospect"
Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: d:\spil\valve\steam\steamapps\natus319\half-life 2 deathmatch\hl2mp\materials
Loading d:\spil\valve\steam\steamapps\natus319\sourcesdk_content\hl2mp\mapsrc\dm_prospect.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 112 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing d:\spil\valve\steam\steamapps\natus319\sourcesdk_content\hl2mp\mapsrc\dm_prospect.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day01_05...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (351151 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (428625 bytes)
Error! prop_static using model "models/props_c17/canister01a.mdl",
which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/canister01a.mdl"!
Error! prop_static using model "models/props_c17/canister02a.mdl",
which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/canister02a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing d:\spil\valve\steam\steamapps\natus319\sourcesdk_content\hl2mp\mapsrc\dm_prospect.bsp
9 seconds elapsed
1.049162 -3.207047 0.000000
-1.049033 -3.207047 0.000000
-1.049033 3.206336 0.000000
1.015345 -3.207047 0.000000
make_triangles:calc_triangle_representation: Cannot convert
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 15
** Executing...
** Command: "d:\spil\valve\steam\steamapps\natus319\sourcesdk\bin\vvis.exe"
** Parameters: -fast -game
"d:\spil\valve\steam\steamapps\natus319\half-life 2 deathmatch\hl2mp"
"d:\spil\valve\steam\steamapps\natus319\sourcesdk_content\hl2mp\mapsrc\dm_prospect"
Valve Software - vvis.exe (Dec 15 2004)
fastvis = true
2 threads
reading d:\spil\valve\steam\steamapps\natus319\sourcesdk_content\hl2mp\mapsrc\dm_prospect.bsp
reading d:\spil\valve\steam\steamapps\natus319\sourcesdk_content\hl2mp\mapsrc\dm_prospect.prt
1166 portalclusters
3557 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4)
Optimized: 90684 visible clusters (0.00%)
Total clusters visible: 860562
Average clusters visible: 738
Building PAS...
Average clusters audible: 1156
visdatasize:331981 compressed from 354464
writing d:\spil\valve\steam\steamapps\natus319\sourcesdk_content\hl2mp\mapsrc\dm_prospect.bsp
4 seconds elapsed
** Executing...
** Command: "d:\spil\valve\steam\steamapps\natus319\sourcesdk\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game
"d:\spil\valve\steam\steamapps\natus319\half-life 2 deathmatch\hl2mp"
"d:\spil\valve\steam\steamapps\natus319\sourcesdk_content\hl2mp\mapsrc\dm_prospect"
Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:\spil\valve\steam\steamapps\natus319\sourcesdk_content\hl2mp\mapsrc\dm_prospect.bsp
3632 faces
1 degenerate faces
713546 square feet [102750632.00 square inches]
4 displacements
629 square feet [90616.88 square inches]
3631 patches before subdivision
29835 patches after subdivision
103 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (48)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (37)
transfers 1017171, max 213
transfer lists: 7.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(51492, 50162, 43091)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(8475, 7870, 5947)
Build Patch/Sample Hash Table(s).....Done<0.0301 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models
18/1024
864/49152 ( 1.8%)
brushes
922/8192
11064/98304 (11.3%)
brushsides
6006/65536 48048/524288
( 9.2%)
planes
2286/65536 45720/1310720 (
3.5%)
vertexes
8030/65536 96360/786432
(12.3%)
nodes
2505/65536 80160/2097152 (
3.8%)
texinfos
1358/12288 97776/884736
(11.1%)
texdata
186/2048
5952/65536 ( 9.1%)
dispinfos
4/0
704/0 ( 0.0%)
disp_verts
324/0
6480/0 ( 0.0%)
disp_tris
512/0
1024/0 ( 0.0%)
disp_lmsamples
1524/0
1524/0 ( 0.0%)
faces
3632/65536 203392/3670016 ( 5.5%)
origfaces
2169/65536 121464/3670016 ( 3.3%)
leaves
2524/65536 141344/3670016 ( 3.9%)
leaffaces
4232/65536
8464/131072 ( 6.5%)
leafbrushes
1861/65536
3722/131072 ( 2.8%)
surfedges
26116/512000 104464/2048000 ( 5.1%)
edges
16198/256000 64792/1024000 ( 6.3%)
worldlights
103/8192
9064/720896 ( 1.3%)
waterstrips
410/32768
4100/327680 ( 1.3%)
waterverts
0/65536
0/786432 ( 0.0%)
waterindices
6747/65536 13494/131072
(10.3%)
cubemapsamples
28/1024
448/16384 ( 2.7%)
overlays
27/512
9504/180224 ( 5.3%)
lightdata
[variable]
1416200/0 ( 0.0%)
visdata
[variable] 331981/16777216 ( 2.0%)
entdata
[variable] 66306/393216
(16.9%)
occluders
0/0
0/0 ( 0.0%)
occluder polygons
0/0
0/0 ( 0.0%)
occluder vert ind
0/0
0/0 ( 0.0%)
detail props
[variable]
1/12 ( 8.3%)
static props
[variable]
1/15044 ( 0.0%)
pakfile
[variable]
308850/0 ( 0.0%)
Win32 Specific Data:
physics
[variable] 351151/4194304 ( 8.4%)
Total Win32 BSP file data space used: 3554418 bytes
Linux Specific Data:
physicssurface [variable] 428625/6291456 ( 6.8%)
Total Linux BSP file data space used: 3631892 bytes
Total triangle count: 10152
Writing d:\spil\valve\steam\steamapps\natus319\sourcesdk_content\hl2mp\mapsrc\dm_prospect.bsp
1 minute, 29 seconds elapsed
** Executing...
** Command: Copy File
** Parameters:
"d:\spil\valve\steam\steamapps\natus319\sourcesdk_content\hl2mp\mapsrc\dm_prospect.bsp"
"d:\spil\valve\steam\steamapps\natus319\half-life 2
deathmatch\hl2mp\maps\dm_prospect.bsp"
** Executing...
** Command: "d:\spil\valve\steam\steamapps\natus319\half-life 2 deathmatch\hl2.exe"
** Parameters: -allowdebug -game "d:\spil\valve\steam\steamapps\natus319\half-life 2 deathmatch\hl2mp" +map "dm_prospect"
Re: skybox not apearing right
Posted by DrGlass on
Thu Apr 21st 2005 at 4:52pm
DrGlass
member
1825 posts
632 snarkmarks
Registered:
Dec 12th 2004
Occupation: 2D/3D digital artist
Location: USA
PruneNodes...
WriteBSP...
done (0)
writing d:\spil\valve\steam\steamapps\natus319\sourcesdk_content\hl2mp\mapsrc\dm_prospect.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day01_05...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Well, looks like its working. Did you try to do a buildcubemaps?
Re: skybox not apearing right
Posted by Natus on
Thu Apr 21st 2005 at 5:35pm
Natus
member
570 posts
76 snarkmarks
Registered:
Jan 28th 2005
Location: Denmark
ok thanks, then how do i fix this error?
Re: skybox not apearing right
Posted by Natus on
Thu Apr 21st 2005 at 6:18pm
Natus
member
570 posts
76 snarkmarks
Registered:
Jan 28th 2005
Location: Denmark
the weirdest thing about this is, that it worked BEFORE i ran a full
compile and got that weird error, after that skybox got bugged :|, but
i will try and see if it works
Re: skybox not apearing right
Posted by Natus on
Thu Apr 21st 2005 at 10:26pm
Posted
2005-04-21 10:26pm
Natus
member
570 posts
76 snarkmarks
Registered:
Jan 28th 2005
Location: Denmark
ok im starting to think that hammer f**ked up again, and that its not
just compile error, i tried another map, and it was the same ugly
wasteland sky, then a made new map, same ugly wasteland sky (yes i
changed the name to something right). so now im refreshing sdk stuff
Re: skybox not apearing right
Posted by DrGlass on
Fri Apr 22nd 2005 at 3:13am
DrGlass
member
1825 posts
632 snarkmarks
Registered:
Dec 12th 2004
Occupation: 2D/3D digital artist
Location: USA
open your map in notepade, and change the map name from in there. That may work.
Re: skybox not apearing right
Posted by omegaslayer on
Fri Apr 22nd 2005 at 8:55pm
2481 posts
595 snarkmarks
Registered:
Jan 16th 2004
Occupation: Sr. DevOPS Engineer
Location: Seattle, WA
Okay what are you changing exactly? The way you change a sky is
map---->Map Properties... then change SkyBox Texture
Name to the sky you want. I sucessfully changed it with "sky_day01_01"
you need to include everything.
Re: skybox not apearing right
Posted by Natus on
Fri Apr 22nd 2005 at 9:06pm
Natus
member
570 posts
76 snarkmarks
Registered:
Jan 28th 2005
Location: Denmark
yes that is what i do, and also the way i did before, but nevermind, after i refreshed it works fine